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  1. #1
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    [QUOTE=Sida;4127930]snipeQUOTE]

    Quote Originally Posted by Sida View Post
    The traps can be avoided with a bit of caring where you walk, they're practically never on the edges of the rooms.
    This is very true and I do my best but at the same time, isn't it a bit... how do I put it, counter productive to add a feature to the game that incite player to walk around the edge of the room. Keeping everyone split etc etc, I'm obviously not talking about 100-200 when the whole point of this place is to be challenging.
    I mean, some runs were just a pain. tons of cursed chest resulting in 3 people with curse, no healer, not talking about the random bombs, frog, silence that just made everyone stand around waiting for the summoner to "heal" us
    (0)

  2. #2
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sylvain View Post
    Another thing that should be adressed is the amount or duration of some traps.
    I agree with Sida on this one. While I agree and will always support improvements to traps, especially with them sometimes being bland as you said, but the duration is fine. I actually love the mimic curse, my complaint about mimics prior is that they didn't feel like mimics, i.e. they are supposed to be a surprise that you really don't want to face, and you have to be wary opening every chest. The curse achieves this without outright killing you.

    Having said that, my idea of a miniboss room would be set to never spawn traps in it for balancing reasons (healer steps on a frog trap while fighting boss? RIP party)
    (0)

  3. #3
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Lambdafish View Post
    The curse achieves this without outright killing you.
    Honestly, I feel it doesn't.

    The curse is completely inconsequential if you're a healer or have one in the party while it's crippling for every non-healer.

    I don't find the traps in any way, shape or form engaging either. They're literally just a tool to make you pull things into the hallways before entering the rooms and thus slow you down, because the fact that you don't get any hints without a pom makes them nothing more than a random:"Eff you!" from the game. At the same time, most of them are utterly inconsequential when there are no mobs around and just have you wait it out. Not doing anything for 20-60 seconds to wait for regeneration/debuffs is "veeery" engaging design.

    And whether you get the right pomanders to help you or not is random, too. "Pop a safety" is easy to say when the game gave you 7 purities and an intuition to work with. The argument is particularly dumb for trap pomanders because every floor has traps, but none are visible, so there's no way to tell whether you need that pom now or later. You can only pop it ASAP and it might or might not change anything because you might or might not have stepped on a trap on that floor in the first place. But popping it means you once again have nothing to fight them with until you get a new one.

    In fact, I find the entire palace somewhat bland. I solo'd my way into 140 for the explorer title recently and even the so called challenge floors didn't do much more than increase the health and damage of the mobs. Even the bosses were just rehashed versions of the 1-40 bosses. That's "challenging" in the same way the HW overworld is more challenging than the ARR overworld. I literally died of boredom in 141 because I forgot to set music before entering, tabbed out and then had a patrol kill me while I set it up >_>

    And after that experience, I can't say I'm too hot on mobs with more health in PotD either. If something doesn't melt with 4 people in the party (especially if those 4 are doing more than spamming 1-2-3), it's a royal pain to kill solo. It's not even threatening, it's just... tedious.

    I suppose if the new deep dungeon isn't intended to be solo-able, that's a different story, as you don't need to consider solo play. But even then, I'd probably rather just make random boss-floors, rather than mini-bosses in regular floors. You can set it up akin to Midas 2, where you have 4 mini-bosses in a row, each boss dropping chests upon defeat. Or just a single one. You got more freedom with arena design that way and recycle some mechanics from the outside game.
    (1)

  4. #4
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zojha View Post
    Honestly, I feel it doesn't.
    and snip.
    Well you expressed my thought much better than I did.

    However, this is also a quite "common" complain on the japanese forum too.
    They globally complain about the same things
    1- Mobs die too quick / it gets boring / not challenging (before 100 obviously)
    2- Trap are just annoying
    3- Mimic debuff range from laughable if you have a healer to game breaking if you don't.

    I honestly wouldnt be surprise these 3 point to be reworked for palace of the dead 2.0
    However, I'm pretty sure the 1-50, easy 51-100 hard will remain (or wathever the number of floors)
    (0)

  5. #5
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    The traps are there because there is methods to avoid them. Pomance of Safety removes them from the floor set, and pomance of sight reveals the map and the traps. With a bit of care in their use, one level set has usually for me, at most one or two levels that need to be run bare. The PoTD is created akin to old rpgs. One attack stat, one defends stat, and map offers as much challenges as solutions (in form of pomances). That people want to speedrun it ignoring most of this content is in their right, but if you forgo a key and then complain about locks...
    (1)
    If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.

  6. #6
    Player Okamimaru's Avatar
    Join Date
    Jan 2015
    Location
    Ul Dah
    Posts
    849
    Character
    Rastiana Bel'briar
    World
    Malboro
    Main Class
    Samurai Lv 90
    Personally id rather deep dungeons only give tomestones and loot and remove the exp all together (obviously increasing quality of loots)... or at least increase the level required to unlock the deep dungeons... I don't use potd for leveling I go for the possibility of fiscal gains (which bought me a apt, my fc house and furnished them both) these "speed runs" are annoying at best...
    (1)

  7. #7
    Player
    Koit's Avatar
    Join Date
    Jun 2015
    Posts
    4
    Character
    Koit Y'vel
    World
    Famfrit
    Main Class
    Dark Knight Lv 70
    So I'm guessing the constant spawn of double patrolling mobs isn't a thing anymore?
    (0)

  8. #8
    Player
    Maeka's Avatar
    Join Date
    Apr 2014
    Posts
    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Eh, no thanks.

    I've already had several bad PUG groups and the fact that one wipe = WASTE OF TIME, I don't want mobs having more health, nor do I want more difficulty in PotD.

    And I love how people say you can solo the bosses, I'd love to know how, because some of those bosses wipe whole groups, and a lot of the damage just seems unavoidable or very unrealistic to think you could kill said boss solo, AND there's the whole RNG aspect where half of the time your weapon fails to upgrade or you get either Armor or Weapon upgrades constantly to where one gets 10-20 ahead of the other.

    There's too much RNG involved to try to make PotD harder. They could, perhaps, modify the enemies depending on your group composition but again that would be a mixed bag. I would not enjoy losing 30-45 minutes of my time because of a terrible group composition, players having underleveled equipment, one cheap trap that ruins the whole run on x7-x9 etc. We already have that bad enough.

    EDIT: If you want to practice your rotation, go find a FATE boss somewhere that is solo-able with pre-endgame gear (if there is one in HW content......) and practice your rotation on it. That, or a combat dummy.
    (0)
    Last edited by Maeka; 05-24-2017 at 07:51 PM.

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